/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "ScriptPCH.h"

enum Yells
{
    YELL_AGGRO = -1810008, YELL_EVADE = -1810009, YELL_RESPAWN1 = -1810010, YELL_RESPAWN2 = -1810011, YELL_RANDOM1 = -1810012, YELL_RANDOM2 = -1810013, YELL_RANDOM3 = -1810014, YELL_RANDOM4 = -1810015, YELL_RANDOM5 = -1810016, YELL_RANDOM6 = -1810017, YELL_RANDOM7 = -1810018
};

enum Spells
{
    SPELL_AVATAR = 19135, SPELL_THUNDERCLAP = 15588, SPELL_STORMBOLT = 20685
// not sure
};

class boss_vanndar: public CreatureScript
{
public:
    boss_vanndar () :
            CreatureScript("boss_vanndar")
    {
    }

    struct boss_vanndarAI: public ScriptedAI
    {
        boss_vanndarAI (Creature *c) :
                ScriptedAI(c)
        {
        }

        uint32 uiAvatarTimer;
        uint32 uiThunderclapTimer;
        uint32 uiStormboltTimer;
        uint32 uiResetTimer;
        uint32 uiYellTimer;

        void Reset ()
        {
            uiAvatarTimer = 3 * IN_MILLISECONDS;
            uiThunderclapTimer = 4 * IN_MILLISECONDS;
            uiStormboltTimer = 6 * IN_MILLISECONDS;
            uiResetTimer = 5 * IN_MILLISECONDS;
            uiYellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS);
        }

        void EnterCombat (Unit * /*who*/)
        {
            DoScriptText(YELL_AGGRO, me);
        }

        void JustRespawned ()
        {
            Reset();
            DoScriptText(RAND(YELL_RESPAWN1, YELL_RESPAWN2), me);
        }

        void UpdateAI (const uint32 diff)
        {
            if (!UpdateVictim())
                return;

            if (uiAvatarTimer <= diff)
            {
                DoCast(me->getVictim(), SPELL_AVATAR);
                uiAvatarTimer = urand(15 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
            }
            else
                uiAvatarTimer -= diff;

            if (uiThunderclapTimer <= diff)
            {
                DoCast(me->getVictim(), SPELL_THUNDERCLAP);
                uiThunderclapTimer = urand(5 * IN_MILLISECONDS, 15 * IN_MILLISECONDS);
            }
            else
                uiThunderclapTimer -= diff;

            if (uiStormboltTimer <= diff)
            {
                DoCast(me->getVictim(), SPELL_STORMBOLT);
                uiStormboltTimer = urand(10 * IN_MILLISECONDS, 25 * IN_MILLISECONDS);
            }
            else
                uiStormboltTimer -= diff;

            if (uiYellTimer <= diff)
            {
                DoScriptText(RAND(YELL_RANDOM1, YELL_RANDOM2, YELL_RANDOM3, YELL_RANDOM4, YELL_RANDOM5, YELL_RANDOM6, YELL_RANDOM7), me);
                uiYellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS);          //20 to 30 seconds
            }
            else
                uiYellTimer -= diff;

            // check if creature is not outside of building
            if (uiResetTimer <= diff)
            {
                if (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
                {
                    EnterEvadeMode();
                    DoScriptText(YELL_EVADE, me);
                }
                uiResetTimer = 5 * IN_MILLISECONDS;
            }
            else
                uiResetTimer -= diff;

            DoMeleeAttackIfReady();
        }
    };

    CreatureAI *GetAI (Creature *creature) const
    {
        return new boss_vanndarAI(creature);
    }
};

void AddSC_boss_vanndar ()
{
    new boss_vanndar;
}
